REDNODE / GAME API

ActivatedDeviceTrapDestruction

classscriptedClass

extends ActivatedDeviceTrap › ActivatedDeviceTransfromAnim › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Properties 16

NameTypeFlags
alreadyPlayedVFXComponentsarray<CName>scriptedprotected
componentsToEnablearray<ref<IPlacedComponent>>scriptedprotected
componentsToEnableNamesarray<CName>scriptedprotected
hideMeshesarray<ref<IPlacedComponent>>scriptedprotected
hideMeshNamesarray<CName>scriptedprotected
hitColliderNamesarray<CName>scriptedprotected
hitCollidersarray<ref<IPlacedComponent>>scriptedprotected
hitCountInt32scriptedprotected
impulseVectorVector4scriptedprotected
lastEntityHitwref<IScriptable>scriptedprotected
physicalMeshesarray<ref<PhysicalMeshComponent>>scriptedprotected
physicalMeshImpactVFXarray<FxResource>scriptedprotected
physicalMeshNamesarray<CName>scriptedprotected
shouldCheckPhysicalCollisionsBoolscriptedprotected
timeToActivatePhysicsFloatscriptedprotected
wasAttackPerformedBoolscriptedprotected

Methods 14

protected final func ActivatePhysicalMeshes()scripted
protected final func EnableComponents()scripted
public final func GetLastEntityHit() -> wref<IScriptable>scripted
protected final func HideMeshes()scripted
protected final func HidePhysicalMeshes()scripted
protected cb func OnActivateDevice(evt: ref<ActivateDevice>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnPhysicalCollisionEvent(evt: ref<PhysicalCollisionEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTimerEvent(evt: ref<TimerEvent>) -> Boolscripted
protected cb func OnTrapPhysicsActivationEvent(evt: ref<TrapPhysicsActivationEvent>) -> Boolscripted
protected func RefreshAnimation()scripted